Playing is Designing — The Analog Prototype

Friday, March 18th, 2011

When a design studio is developing a game, there is a period of time during which they cycle through multiple incarnations of “the prototype”. Nearly every game can be considered to have had a prototype version. Most design companies today use a rough digital version of the game as a prototype, not taking advantage of a very useful and cheap tool available to them: The Analog Prototype.

I think that the biggest reason that large design companies don’t take advantage of analog prototyping is that it’s considered “throw-away” material. When you are designing a digital game you are most often under a steep deadline, and to take time out to put together something that will in no way be included in the final product is inefficient. Through digital prototyping they hope to salvage at least a framework of code, or a few scripts, in order to make the final product easier to produce.

I think this is the wrong way to think about analog prototypes. Instead of thinking about the effort that goes into them being a waste, consider that you are saving time in the long run by sorting through features that you will end up throwing out before the game is finished. Some of the benefits of analog prototyping are its ease of use, relatively cheap setup, and adjustability. It also can serve as a stress reliever. I’ve been in many jobs where the constant pressure of deadlines can get you down. Taking a day to build paper prototypes can be a fun experience for a designer, and can allow them to get back in the game with renewed interest.

Not all games are best suited to analog prototyping, however. Some games contain many outside factors that are best handled by simulators. Other games may have progressed beyond the point of analog prototypes and there are already scripts in place that can make the building of a digital prototype relatively simple. Still others are so simply represented in a digital medium that using paper would be too much effort.

Personally I prefer analog prototyping, because it puts me in the creative frame of mind. It allows me to work while having fun, and gives me an outlet for trying all the ideas that come up without having to redesign the game. It’s much easier for me to think creatively if I can change things on the fly, and analog games are extremely easy to make changes to. Digital prototypes would allow the creative process to stagnate as they are being built.

So when you’re out there in the real workplace, remember the benefit of post-it notes, paperclips, and paper. You just may find that a wealth of ideas comes from actually playing your game before you’ve finalized it in a digital medium. Release the inner kid, and make a game.

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Remote vs Freelance in the Game Design World

Tuesday, March 8th, 2011

Rock ‘em, sock ‘em game design.

There is a very very limited amount of remote work from what I can see in the field of game writing/design. Most of what people would call remote work is in actuality freelance or contract work. So the thing that remains to be decided for me is if I continue to search for that remote golden egg, or if I strike out and look for the sunny side up omelet instead.

Obviously if I intend to get anywhere with building my resume for the day that I trip over the golden egg, I need to start freelancing. With that in mind, I’ve begun the painful process of branding a studio name. In the next weeks I’ll talk more about the decisions I come up with, but for now, the process…

For all of you designers out there looking to “break in” with freelance or industry work, the first place to start is in creating your *sparkle*BRAND*sparkle*.

I’m doing this by first thinking up a name for my studio. This should fit with what I intend to design, my game style, and my own unique personality. It’s a choice that is very difficult to “fix” so take some time with it. When you’ve decided on a name, sleep on it for a week or so and see if you still like it.

The next thing to do is to reserve that name on the twitterwebz and as a domain. Even if you aren’t ready to create a web presence, you should register the name. Twitter names are going fast, and you need to snap yours up. Try to keep them the same, so do a bit of homework. You don’t want 5 different versions of your brand out there. You want one unified front.

When you’re thinking up names, keep logos in mind as well. Think about abbreviations. Ponder business card and website design prospects. And make sure that the name isn’t already in use by a design studio. ;)

You may want to practice saying the name out loud, try it out on some trusted friends, or write it out on paper in various forms. Make sure that it can’t be warped into something embarrassing. (Look up the history of the name “PacMan”)

I’ll be doing all of this in the next few days, so stay tuned for the outcome of my brain thunder!

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GDC 2011 — Missing Out

Thursday, March 3rd, 2011

This year I knew I’d not be able to attend the GDC well ahead of time. But I still held out hope until a few weeks before it actually was due to start. And we’re halfway through the ordeal now. I am tempted to turn off my twitter and pout by the truckload.

There is so much that can be gained by attending the GDC, and I was so ready to do that. Do you realize the tickets to get into the conference for the week are about the same price if not more than the plane tickets to and from? My hard-working farmer husband was appalled at the cost. I think that means that I can forget about GDC Online in October as well…

A few things I have learned while peeking at twitter these last few days, however:

Keep your business cards handy
Designers need to learn to code
Hobnob with the industry peeps
Attend as much as you can and forget about sleep
Make yourself “there” and be memorable
Don’t drink too much or too little
Beeeeee yourself

Ok that last one I just couldn’t resist throwing in there. Anyways, hash about it with #GDC11!

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Location Phail #fsgd

Monday, January 24th, 2011

Welcome to TheMiddleOfNowhere, SD.

So I’ve had it reinforced today that finding a job in the tech/entertainment industry is nearly impossible in my area. Which I already knew, but occasionally try to forget. Sometimes it isn’t who you know, or how good you are, but WHERE you are that counts. The problem with this isn’t my own unwillingness to relocate, it’s my family’s. The hubby farms on the family acreage, the children are very comfortable having their grandmas all within a 20 minute drive.

There are some people that are born to stay in the same place their entire lives… to be born, educated, work, play, die and be buried within a hundred mile radius. Then there are those that want to be everywhere, see everything they can, and experience the world. I’m afraid that I’m one of the latter. I love my husband dearly, and I’d never give up my children for the world… literally. But I wish that I could have it both ways.

It’s tough turning down opportunities, especially when each one would bring you closer to your dream career. It’s even tougher to pass them on to people you know that CAN grab them. For a world that’s becoming smaller everyday, it still seems awfully far away from TheMiddleOfNowhere, SD. I have friends around the globe, but I have to work within driving distance.

Doctor, can I borrow your Tardis?

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ANALYSIS – Legendary Wings (NES)

Sunday, June 6th, 2010

An analysis of the game Legendary Wings put out by Capcom for the NES.

The word of wikipedia say it best… “Legendary Wings is set in a distant future where an alien supercomputer named “Dark”, which has been helping human civilization achieve a new state of enlightenment since ancient times, has suddenly rebelled against mankind. Two young warriors are given the Wings of Love and Courage by the God of War Ares in order to destroy Dark and ensure mankind’s survival.” Click for more and enjoy…

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ANALYSIS — HUD from Guild Wars (PC)

Saturday, June 5th, 2010

An analysis for the HUD (Heads Up Display) from Guild Wars for the PC.

This is a look at the HUD for the MMORPG Guild Wars, one of the most popular Free-To-Play MMOs on the market. Guild Wars has an extensive control system, and it can be a bit daunting for beginners, but with a bit of practice and minimization it is a very usable system.

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ANALYSIS – Munchkin (CCG)

Saturday, June 5th, 2010

An analysis of the card game Munchkin.

Munchkin is a card game put out by Steve Jackson Games that features hilarious cards that do wacky things. It’s a role-playing game without all the role-playing bits. There are accessories available that change the rules of the game, and you’ll find yourself wanting to buy all the cards just to read the one-liners. Click for more and enjoy!

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ANALYSIS – Perfect World (PC)

Saturday, June 5th, 2010

An analysis of the game Perfect World for the PC.

Perfect World is an MMORPG with a decidedly anime feel. You can choose from a small variety of races which have associated professions. Built in are a number of “cute” features like the ability for males to carry females, and males and females to cuddle/kiss, as well as the ability for characters to “marry” within the game for a boost in experience. With pets, mounts, costumes, and special weapons available, Perfect World is heavy on character individuality. There are plenty of quests and farming opportunities as well for the type that likes the fighting. The best part about the game, however, is that it’s free to download and it’s free to play. Click for more and enjoy!
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Branching Dialogue

Tuesday, May 11th, 2010

Branching dialogue is a way to promote player interaction within a game. By allowing the player to choose from a list of responses when speaking with other characters, you give them some control over the world and make it seem more personalized. Some games alter the storyline based on the character’s responses. The problem with having multiple outcomes for every conversation in the game is the sheer number of outcomes that must be written.
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Not Just a Game

Monday, May 10th, 2010

Gaming is a leisure activity for most people, for some an obsession, but what many don’t realize is that gaming is the way we process and learn within our environment. From the time we are babies we are playing games. Children play “house”, and “doctor”, and “war”, and they do this all over the world, without any rules but the ones they see in their day to day lives. (more…)

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